// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: FragShader.fsh ********

// File data
static const char _FragShader_fsh[] = 
	"uniform sampler2D sTexture;\r\n"
	"\r\n"
	"varying lowp    vec3  DiffuseLight;\r\n"
	"varying lowp    vec3  SpecularLight;\r\n"
	"varying mediump vec2  TexCoord;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\tlowp vec3 texColor  = texture2D(sTexture, TexCoord).rgb;\r\n"
	"\tlowp vec3 color = (texColor * DiffuseLight) + SpecularLight;\r\n"
	"\tgl_FragColor = vec4(color, 1.0);\r\n"
	"}\r\n"
	"\r\n";

// Register FragShader.fsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_FragShader_fsh("FragShader.fsh", _FragShader_fsh, 319);

// ******** End: FragShader.fsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: FragShader.fsc ********

// File data
A32BIT _FragShader_fsc[] = {
0x10fab438,0x763a5c0c,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x5f030000,0x1000000,0x4000000,0x0,0x38000000,0x20303,0x0,0x1010000,0x2,0x0,0x44010000,0x55535020,0x20,0x138,0x1,0x0,0x0,0x224,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x3,0x0,0x30000,0x0,0x0,0x0,0x0,0x0,0x3fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x10001,0x800000,0x4,0x30001,0x10003,0x0,0x3,0x10000,0x4,0x30002,0x10003,0x9120c038,0x4083103e,0xffffffff,0xffffffff,
0x0,0x0,0x4,0x50003,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0x70000,0x60a0007,0x30003,0x3,0x10001,0x1,0x40004,0x4,0x10000,0x2,0x1,0x0,0x20003,0x2,0x20002,0x80018001,0x80018001,0x0,0x0,0x100010,0xa01080c0,0xc8800806,0xe0030480,0x40811022,0x6,0x66010000,0x55535020,0x20,0x15a,0x1,0x0,0x0,0x2a4,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x10003,0x0,0x30000,0x0,0x0,0x0,0x0,0x0,0x1fffc,0x40000,0x1,
0x0,0xffff0003,0xffffffff,0x10001,0x800000,0x4,0x30001,0x10003,0x0,0x3,0x10000,0x4,0x30002,0x10003,0x9120c038,0x4083103e,0xffffffff,0xffffffff,0x0,0x0,0x4,0x20003,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0xa0000000,0x28831000,0x5,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x70007,0x1060a,0x10001,0x0,0x0,0x40000,0x40004,0x0,0x20001,0x10000,0x1,0x30000,0x20002,0x20000,0x80010002,0x80018001,0x8001,0x0,0x0,0x80400000,0x8042010,0x480c880,0x1020e003,0x64081,0x4000000,0x0,0x0,
0x0,0x803f,0x54730400,0x75747865,0x6572,0x1031800,0x10000,0x200,0x10001,0x78655400,0x726f6f43,0x64,0x20603,0x100,0x2080001,0x300,0x66666944,0x4c657375,0x74686769,0x4000000,0x106,0x1000001,0x30000,0x53000007,0x75636570,0x4c72616c,0x74686769,0x4000000,0x106,0x1000001,0x30400,0x7,
};

// Register FragShader.fsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_FragShader_fsc("FragShader.fsc", _FragShader_fsc, 895);

// ******** End: FragShader.fsc ********

